Duke4.net Forums: Duke 3D Voxel Pack - Duke4.net Forums

Jump to content

  • 86 Pages +
  • « First
  • 31
  • 32
  • 33
  • 34
  • 35
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic

Duke 3D Voxel Pack

User is offline   mxrtxn 

#961

 Gambini, on 20 May 2019 - 09:12 AM, said:

Borion: Those voxels are awesome!!

Eager to add them to DNF 2019



Please do so!

Also Reaperman don´t forget to add them to the voxel pack!

Can´t wait to see them in game!
<_<
0

User is offline   Borion 

#962

Space Suit Corpse (0606)

Posted Image

KVX: https://mega.nz/#!53...CFVXPObK6P280bo

props.def line:
voxel "voxels/props/0606_spacesuitcorpse.kvx" { tile 606 }

I had to do a minor (1 vox X axis) correction to pivot placement of normal Space Suit (0058)
Corrected KVX file:
https://mega.nz/#!sz...y-_f_O9AZlYFnZg
10

User is offline   Gambini 

#963

I have a suggestion for the toilet voxel.

Posted Image

In my opinion it should not have that SW palid blue water inside. It should just fade to dark as deeper it gets, with no water. First because there´s no flushing animation and second because it´s clashing with the rest of the model´s tidy style.

This post has been edited by Gambini: 21 May 2019 - 06:21 AM

0

User is offline   Borion 

#964

 Gambini, on 21 May 2019 - 06:18 AM, said:

I have a suggestion for the toilet voxel.

In my opinion it should not have that SW palid blue water inside. It should just fade to dark as deeper it gets, with no water. First because there´s no flushing animation and second because it´s clashing with the rest of the model´s tidy style.

No problem. I made a variant that you described in the begining, poo stains included. I thought that one with water will be more fitting, but it's up to you folks to decide which one is more fitting.
I will post KVX later, got to leave to catch a train soon.

Here comparison:
Posted Image

This post has been edited by Lunick: 21 May 2019 - 04:31 PM

9

User is offline   Gambini 

#965

Thanks! Looking forward to get the download link!
0

User is offline   Gambini 

#966

Another suggestion:

Posted Image

The inside of the cardboard box should be darker, because of ambient occlusion and because in the sprite it is like that too.

Posted Image
1

User is offline   Borion 

#967

View PostGambini, on 21 May 2019 - 07:17 AM, said:

The inside of the cardboard box should be darker, because of ambient occlusion and because in the sprite it is like that too.

Yes, I noticed that <_<
I had to choose between two approaches.
1) making sides of cardboard 2 voxels thick, so there would be brighter outer shell and inner darker shell, but making it look more like some wooden box (I made such variant)
2) making sides of cardboard 1 voxel thin, to make it’s appearance lighter, suggesting lighter substance - paper/cardboard

I chose second variant, because I prefer its lighter look. Deeper, more emphasized shadow in original sprite is there to add some dimension to otherwise very flat looking, contrast-less object. So I’m against making whole object “heavier”, just to make inside part darker in this particular case.
Please take a note, lightning in DN3D sprites is very inconsistent. It changes accordingly to general characteristics and structure of each object. IMO we should follow this approach. For that reason it is not always good to stick to each and every aspect of original sprites, during translation from 2D into 3D. I hope I don’t sound like some stuck-up artsy type, but I probably am anyway :) :P :lol:
Please share your thoughts/critique/feedback on other stuff in the future, it is important.

Cheers
1

User is offline   LeoD 

  • Duke4.net topic/3513

#968

View Postmxrtxn, on 20 May 2019 - 05:25 PM, said:

#4426
I wonder why no one ever made an md3. Should be very easy.

View PostBorion, on 20 May 2019 - 02:44 AM, said:

One more thing, if any mappers out there would really like to have certain sprite converted, say so. I'm getting close to a time, when I probably wont have as much time at hand, as I have now... <_<
I'm no mapper, but based on my experience elsewhere I'd like to see a couple of frequently used items:
Spoiler

0

User is offline   Borion 

#969

About these frequently used stuff that you listed Leo, I got couple of them in rough, sketchy phase. I.e. fence, tires & phone. I will take care of them after being done with bouncy mine.
Hey, other voxel-makers! Please write if you already started making any of those objects listed by Leo, so we don’t overlap our efforts. Thank you.

This post has been edited by Borion: 21 May 2019 - 09:26 AM

0

User is offline   Phredreeke 

#970

View PostLeoD, on 21 May 2019 - 09:09 AM, said:

tile1353 spacemarine (full model like md3 with correct origin appreciated)


oh god I have to see this! 👀
0

User is offline   Borion 

#971

Toilet - variant without water:
https://mega.nz/#!tq...-maC-t62eYIsbLs

I can't check it in EDuke32 at the moment, but it should be fine. Enjoy!

EDIT: About Spacemarine corpse, you REALLY want to start a beef with Doom community, right? <_<

This post has been edited by Borion: 21 May 2019 - 10:23 AM

1

User is offline   LeoD 

  • Duke4.net topic/3513

#972

View PostPhredreeke, on 21 May 2019 - 09:44 AM, said:

oh god I have to see this! 👀
I wouldn't have dared to ask, but the came the spacesuit...

View PostBorion, on 21 May 2019 - 10:20 AM, said:

EDIT: About Spacemarine corpse, you REALLY want to start a beef with Doom community, right? :P
I'm not part of that, so no need to care. :) And since 3DRealms got away with it, why shouldn't we? <_<
0

User is offline   Borion 

#973

View PostLeoD, on 21 May 2019 - 10:33 AM, said:

I wouldn't have dared to ask, but the came the spacesuit...

I'm not part of that, so no need to care. :) And since 3DRealms got away with it, why shouldn't we? <_<

Keep in mind, they got on their side guy that makes all dwellers of hell shit their pants. And he seem to be professionally active (Doom 2016, Doom: Ethernal). Meanwhile, our hero was forced into early retirement.
Lets be realistic about our chances in potential conflict, at least for a time being ;D

On a more serious note, we should also get Luke Skywalker & Indie at certain point.

This post has been edited by Borion: 21 May 2019 - 10:49 AM

0

User is offline   Striker 

  • Auramancer

#974

View PostBorion, on 21 May 2019 - 06:41 AM, said:

No problem. I made a variant that you described in the begining, poo stains included. I thought that one with water will be more fitting, but it's up to you folks to decide which one is more fitting.
I will post KVX later, got to leave to catch a train soon.

Here comparison:
Posted Image

With this, I can make a flushing animation in my mod. So thanks for that.
0

User is offline   Borion 

#975

No problem, Striker. Enjoy <_<
0

User is offline   Mark 

#976

View PostLeoD, on 21 May 2019 - 09:09 AM, said:

I wonder why no one ever made an md3. Should be very easy.

I don't remember the bowling pin ever being on the HRP to-do list. Was it used in any original maps?

This post has been edited by Mark: 21 May 2019 - 03:09 PM

0

User is offline   LeoD 

  • Duke4.net topic/3513

#977

View PostMark, on 21 May 2019 - 03:08 PM, said:

Was it used in any original maps?
Probably not, at least no pal0 version. But when stumbling upon it, why not just make it anyway, just mxrtxn did?
0

User is offline   Zaxtor 

#978

Making a custom actor that has frames for flushing
would be freaken nice and realistic.

So full Toilet and empty will be useful
0

User is offline   Borion 

#979

View PostZaxtor, on 21 May 2019 - 06:00 PM, said:

Making a custom actor that has frames for flushing
would be freaken nice and realistic.

So full Toilet and empty will be useful

@Striker @Zaxtor
I can make extra frames for flushing animation (stream of flushed water and water level change). Just let me know if you need them.
0

User is offline   Striker 

  • Auramancer

#980

View PostBorion, on 22 May 2019 - 01:04 AM, said:

@Striker @Zaxtor
I can make extra frames for flushing animation (stream of flushed water and water level change). Just let me know if you need them.

Sure, sounds good.
0

User is offline   ReaperMan 

#981

View PostBorion, on 21 May 2019 - 09:24 AM, said:

Hey, other voxel-makers! Please write if you already started making any of those objects listed by Leo, so we don’t overlap our efforts. Thank you.

I'll take on the rat.
1

User is offline   Borion 

#982

View PostReaperMan, on 22 May 2019 - 07:47 PM, said:

I'll take on the rat.

Great, ReaperMan!

Bounce mine VIP:
Posted Image

Shadowing this thing is PITA.

EDIT: These are 5 frames of mine rotation, just like original.

This post has been edited by Lunick: 23 May 2019 - 05:32 PM

4

User is offline   Micky C 

  • Honored Donor

#983

It looks a little weird how the actual sphere itself doesn’t seem to be moving, and that the spikes are floating over the surface. I get that the colouring is caused by lighting, which would be static, so there’s no easy solution off the top of my head.

Too bad we can’t just have a single frame and make the sprite rotate.
0

User is offline   Zaxtor 

#984

can be 2 options for it

1. some mines have little turning rings that turns spikes while sphere is not turning

2. Sphere is like a shiny / mirror sphere and when spikes turns looks like sphere doesn't turn.
is when you spin a shiny orb looks like it doesn't move at all aside sliding on the floor from spinning fast.
Posted Image
0

User is offline   Borion 

#985

View PostMicky C, on 23 May 2019 - 04:11 PM, said:

It looks a little weird how the actual sphere itself doesn’t seem to be moving, and that the spikes are floating over the surface. I get that the colouring is caused by lighting, which would be static, so there’s no easy solution off the top of my head.

Too bad we can’t just have a single frame and make the sprite rotate.


Sphere is not finished, so yes, it looks really weird. There will be a slight variation of surface from frame to frame, so it wont look that static. I need to get some sleep before doing that. It's quite late in part of the world where I live and those damn spikes drained all life force from me.

The biggest issue for me guys, is shadowing on spikes. I don't know if I will be able to make it just like on original sprite. My voxel tools don't have any animation features, so it is very complicated & slow process.

@Zaxtor

Hopefully it will be close to original, I just need to get some sleep <_<

This post has been edited by Borion: 23 May 2019 - 04:58 PM

1

User is offline   Borion 

#986

View PostMicky C, on 23 May 2019 - 04:11 PM, said:

Too bad we can’t just have a single frame and make the sprite rotate.

Maybe it is possible, just like with weapons, Mickey? Our experts need to comment on that.

One thing that is nice about having frame by frame motion, is those little variations of colours and form.
0

User is offline   Zaxtor 

#987

yes

sleep is important
Especially when making arts
0

User is offline   0815Jack 

#988

Is there somewhere a complete package of all this wonderful voxels?
0

User is offline   Borion 

#989

Bounce mine is done. Now only thing remaining are f*****g pivots, to compensate for hardcoded offsets <_< No, using offsets from sprites was not a solution, I've tried that.

Please Hendricks, consider adding a token for ignoring hardcoded offsets again. Even adjusting basic pivots for KVX is hard, because there is no way to load multiple objects into SLAB6. Now imagine compensating for hardcoded pivots, it's another layer of complications...this is nuts. Thanks for consideration.

Preview:
Posted Image
9

User is offline   Zaxtor 

#990

freaken nice
0

Share this topic:


  • 86 Pages +
  • « First
  • 31
  • 32
  • 33
  • 34
  • 35
  • Last »
  • You cannot start a new topic
  • You cannot reply to this topic


All copyrights and trademarks not owned by Voidpoint, LLC are the sole property of their respective owners. Play Ion Fury! ;) © Voidpoint, LLC

Enter your sign in name and password


Sign in options